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Elemental Planes Killed
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<blockquote data-quote="Celebrim" data-source="post: 3785351" data-attributes="member: 4937"><p>Traditionally, outer planar adventures are seen as a way to physically isolate extremely powerful BBEG's whose presence in the midst of armies of 1st level warriors, and countrysides abounding with 1st level commoners would be problimatic. That way, something powerful enough to challenge a part of 18th level adventurers can exist, without having to explain why it hasn't decimated and/or devoured the entire countryside. It is I think an implicit assumption of the rules that outerplanar adventures don't generally occur until reasonably high level play (in current terms, level 11+) because it is only at high levels that the tools for accessing the other planes become readily available.</p><p></p><p>So the assumption is that if you enter any of the other planes that you have some supernatural capacity to adapt to their environment. This should certainly be true adventurers that are of high enough level to get there on thier own power.</p><p></p><p>Interestingly, the Elemental Plane of Air and the Elemental Plane of Water are two of the most accessible and survivable planes for low level adventurers. The first is theoretically survivable by anyone, though in practice you need to fly to actually get anywhere. However, flight is available as a third level spell, and flying mounts are conceivably available at reasonably low levels (purchase of hippogriffs or spider eaters or whatever). The second requires only that you have means to breathe water. Both planes contain inhabitants that are reasonable challenges for low level adventurers, so if you are happy providing low level adventurers with a gate, then you can easily have a door that opens onto an infinite bottomless expanse of air and associated nearby encounter areas.</p><p></p><p>As for the plane of fire, its alot more hostile (but not in my opinion as hostile as the plane of earth), but if you want it accessible, its theoretically accessible at 1st level if you have an inhabitant of that plane befriend the characters and grant them items that allow adaptation to the place. Fairy stories tend to have friendly fire gnomes who have been saved from freezing by the thoughtful edition of coal to the fire by some kind hearted child, and as a reward are allowed to visit the plane of fire using some magical vestment of some sort and the fire native as the guide. Typically, adventure ensues with the child doing some favor for the fire people that is impossible for them to do themselves (visit someplace cold, underwater, etc.).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3785351, member: 4937"] Traditionally, outer planar adventures are seen as a way to physically isolate extremely powerful BBEG's whose presence in the midst of armies of 1st level warriors, and countrysides abounding with 1st level commoners would be problimatic. That way, something powerful enough to challenge a part of 18th level adventurers can exist, without having to explain why it hasn't decimated and/or devoured the entire countryside. It is I think an implicit assumption of the rules that outerplanar adventures don't generally occur until reasonably high level play (in current terms, level 11+) because it is only at high levels that the tools for accessing the other planes become readily available. So the assumption is that if you enter any of the other planes that you have some supernatural capacity to adapt to their environment. This should certainly be true adventurers that are of high enough level to get there on thier own power. Interestingly, the Elemental Plane of Air and the Elemental Plane of Water are two of the most accessible and survivable planes for low level adventurers. The first is theoretically survivable by anyone, though in practice you need to fly to actually get anywhere. However, flight is available as a third level spell, and flying mounts are conceivably available at reasonably low levels (purchase of hippogriffs or spider eaters or whatever). The second requires only that you have means to breathe water. Both planes contain inhabitants that are reasonable challenges for low level adventurers, so if you are happy providing low level adventurers with a gate, then you can easily have a door that opens onto an infinite bottomless expanse of air and associated nearby encounter areas. As for the plane of fire, its alot more hostile (but not in my opinion as hostile as the plane of earth), but if you want it accessible, its theoretically accessible at 1st level if you have an inhabitant of that plane befriend the characters and grant them items that allow adaptation to the place. Fairy stories tend to have friendly fire gnomes who have been saved from freezing by the thoughtful edition of coal to the fire by some kind hearted child, and as a reward are allowed to visit the plane of fire using some magical vestment of some sort and the fire native as the guide. Typically, adventure ensues with the child doing some favor for the fire people that is impossible for them to do themselves (visit someplace cold, underwater, etc.). [/QUOTE]
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